136 lines
2.5 KiB
C#
136 lines
2.5 KiB
C#
using System;
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using UnityEngine;
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[AddComponentMenu("Modifiers/Warps/Globe")]
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public class MegaGlobeWarp : MegaWarp
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{
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public float dir = -90f;
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public float dir1 = -90f;
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public MegaAxis axis;
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public MegaAxis axis1 = MegaAxis.Z;
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private Matrix4x4 mat = default(Matrix4x4);
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public bool twoaxis = true;
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private Matrix4x4 tm1 = default(Matrix4x4);
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private Matrix4x4 invtm1 = default(Matrix4x4);
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public float r;
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public float r1;
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public float radius = 10f;
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public bool linkRadii = true;
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public float radius1 = 10f;
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public override string WarpName()
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{
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return "Globe";
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}
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public override string GetHelpURL()
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{
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return "?page_id=3752";
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}
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public override Vector3 Map(int i, Vector3 p)
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{
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if (r == 0f)
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{
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return p;
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}
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p = tm.MultiplyPoint3x4(p);
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Vector3 a = p;
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float magnitude = p.magnitude;
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float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
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float x = p.x;
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float y = p.y;
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float num = y / r;
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float num2 = Mathf.Cos((float)Math.PI - num);
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float num3 = Mathf.Sin((float)Math.PI - num);
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float x2 = r * num2 + r - x * num2;
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p.x = x2;
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float y2 = r * num3 - x * num3;
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p.y = y2;
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p = Vector3.Lerp(a, p, t);
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p = invtm.MultiplyPoint3x4(p);
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if (twoaxis)
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{
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p = tm1.MultiplyPoint3x4(p);
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x = p.x;
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y = p.y;
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num = y / r1;
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num2 = Mathf.Cos((float)Math.PI - num);
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num3 = Mathf.Sin((float)Math.PI - num);
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x2 = r1 * num2 + r1 - x * num2;
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p.x = x2;
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y2 = r1 * num3 - x * num3;
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p.y = y2;
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p = Vector3.Lerp(a, p, t);
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p = invtm1.MultiplyPoint3x4(p);
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}
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return p;
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}
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private void Calc()
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{
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tm = base.transform.worldToLocalMatrix;
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invtm = tm.inverse;
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mat = Matrix4x4.identity;
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tm1 = tm;
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invtm1 = invtm;
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switch (axis)
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{
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case MegaAxis.X:
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MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
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break;
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case MegaAxis.Y:
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MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
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break;
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}
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MegaMatrix.RotateY(ref mat, (float)Math.PI / 180f * dir);
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SetAxis(mat);
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mat = Matrix4x4.identity;
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switch (axis1)
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{
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case MegaAxis.X:
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MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
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break;
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case MegaAxis.Y:
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MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
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break;
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}
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MegaMatrix.RotateY(ref mat, (float)Math.PI / 180f * dir1);
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Matrix4x4 inverse = mat.inverse;
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tm1 = mat * tm1;
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invtm1 *= inverse;
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r = 0f - radius;
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if (linkRadii)
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{
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r1 = 0f - radius;
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}
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else
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{
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r1 = 0f - radius1;
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}
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}
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public override bool Prepare(float decay)
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{
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Calc();
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totaldecay = Decay + decay;
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if (totaldecay < 0f)
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{
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totaldecay = 0f;
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}
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return true;
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}
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}
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